Skip to main content

Improving Learning Experiences Through Customizable Metagames

  • Conference paper
  • First Online:
Games and Learning Alliance (GALA 2018)

Abstract

Since game-based learning require much planning and careful design, and also tailoring the learning content to game structures, the uptake of game-based learning activities remains limited, as their construction often requires a significant amount of time, and the reuse capabilities of such activities are minimal. This paper describes how the different components of a gamified lessons path can be adapted and reused. In order to ensure the reusability of the different learning paths, a set of minigame templates has been used.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Ștefan, A., et al.: Approaches to reengineering digital games. In: Proceedings of the ASME 2016 International Design Engineering Technical Conferences & Computers and Information in Engineering Conference, IDETC/CIE (2016)

    Google Scholar 

  2. Pontefract, D.: Learning by Osmosis (2013). http://www.danpontefract.com/learning-by-osmosis/

  3. Muhammad, A., Zhou, Q., Beydoun, G., Xu, D., Shen, J.: Learning path adaptation in online learning systems. In: 2016 IEEE 20th International Conference on Computer Supported Cooperative Work in Design (CSCWD), pp. 421–426. IEEE, United States (2016)

    Google Scholar 

  4. Hauge, J.B., et al.: Deploying serious games for management in higher education: lessons learned and good practices. In: EAI Endorsed Transactions on SG (2014)

    Google Scholar 

  5. Hauge, J.M.B., Stefan, I.A., Stefan, A.: Exploring pervasive entertainment games to construct learning paths. In: Munekata, N., Kunita, I., Hoshino, J. (eds.) ICEC 2017. LNCS, vol. 10507, pp. 196–201. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-66715-7_21

    Chapter  Google Scholar 

  6. Hauge, J.B., et al.: Serious game mechanics and opportunities for reuse (2015)

    Google Scholar 

  7. BEACONING project: D3.3 Learning Environment System Specification (2017). https://beaconing.eu/wp-content/uploads/deliverables/D3.3.pdf

  8. Rushby, N., Surry, D.: Wiley Handbook of Learning Technology. Wiley, Boca Raton (2016)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Jannicke Baalsrud Hauge .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Stefan, I.A., Baalsrud Hauge, J., Gheorge, A.F., Stefan, A. (2019). Improving Learning Experiences Through Customizable Metagames. In: Gentile, M., Allegra, M., Söbke, H. (eds) Games and Learning Alliance. GALA 2018. Lecture Notes in Computer Science(), vol 11385. Springer, Cham. https://doi.org/10.1007/978-3-030-11548-7_40

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-11548-7_40

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-11547-0

  • Online ISBN: 978-3-030-11548-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics